We would like to ask for your comments and opinion regarding a new strategy and war game project, called War Cabinet.

The game will put you in the army commander's role during a War that takes place in the late 80s – 90s of XX century. The game story is about 12 years old boy and a terrible and unforgettable civil war. He desperately have been seeking for shelter, hope and new life. Ha was scared and lonely when a man – a General found him and changed his life.… Read more at: http://www.warcabinet.net/story/

War Cabinet will be played in two different modes: Single and Multiplayer Campaign or different battles scenarios. It will use pause-able real time planning system to offer full strategic and tactical flexibility.

We would like to ask for your comments and opinion regarding a new strategy and war game project, called War Cabinet.

The game will put you in the army commander's role during a War that takes place in the late 80s â€“ 90s of XX century. The game story is about 12 years old boy and a terrible and unforgettable civil war. He desperately have been seeking for shelter, hope and new life. Ha was scared and lonely when a man â€“ a General found him and changed his life.â€¦ Read more at: http://www.warcabinet.net/story/

War Cabinet will be played in two different modes: Single and Multiplayer Campaign or different battles scenarios. It will use pause-able real time planning system to offer full strategic and tactical flexibility.

So what do you think? If you want to read more please visit: www.warcabinet.net.

War Cabinet Officerâ€™s management interface design is ready. The purpose of this UI is to provide information about your officerâ€™s Combat stats, Special Traits, Experience and Rewards. From here you would be able to sort and manage officers in easy and intuitive way with single click. This way you could choose best commanders for various units and missions for best results.

The interface has three main parts: The first one is located on the top. It gives you the information about the commander of the selected unit with his stats, experience, rewards and special abilities. It also shows the name and the rank of the current commanding officer. The second one, located on the left side of the screen provides information about highlighted officer from the pool. Looking at the stats and skills you can decide what type of units would benefit most of his command. There would be five major types of land units: Infantry, Mechanized, Artillery, Armored and Anti-Air battalions. Same design will be used for Air Force, but it will utilize different categories and special abilities. Clicking on the awards icons with reveal more details what kind of medals he has and how they were earned. The third one is located on the right side of the screen and shows the officers pool. This is the place where you can oversee overall officerâ€™s availability, skills, decorations and seniority of the commanders.We believe that War Cabinet interface design is created to be distinctive and user friendly in order to provide flawless game experience.All your comments and further recommendation on that you are more than welcome.

War Cabinet Officerâââ€š¬ââ€ž¢s management interface design is ready. The purpose of this UI is to provide information about your officerâââ€š¬ââ€ž¢s Combat stats, Special Traits, Experience and Rewards. From here you would be able to sort and manage officers in easy and intuitive way with single click. This way you could choose best commanders for various units and missions for best results.[ig]http://www.warcabinet.net/wp-content/uploads/2014/06/NUI_Screen01-C2logo1.png[/img]

The interface has three main parts: The first one is located on the top. It gives you the information about the commander of the selected unit with his stats, experience, rewards and special abilities. It also shows the name and the rank of the current commanding officer. The second one, located on the left side of the screen provides information about highlighted officer from the pool. Looking at the stats and skills you can decide what type of units would benefit most of his command. There would be five major types of land units: Infantry, Mechanized, Artillery, Armored and Anti-Air battalions. Same design will be used for Air Force, but it will utilize different categories and special abilities. Clicking on the awards icons with reveal more details what kind of medals he has and how they were earned. The third one is located on the right side of the screen and shows the officers pool. This is the place where you can oversee overall officerâââ€š¬ââ€ž¢s availability, skills, decorations and seniority of the commanders.We believe that War Cabinet interface design is created to be distinctive and user friendly in order to provide flawless game experience.All your comments and further recommendation on that you are more than welcome.

Here it is: The flying beast Mi-24 Hind. At first look you understand that the nickname “flying tank” is well deserved.

Despite it is introduced in service since 70s, even today Hind is considered dangerous foe and form the backbone of many countries’ helicopter force.This is how we see it in the War Cabinet Game. What do you think? Share your thoughts and comments.

War Cabinet story continues 23 Days Later…Part 3: Shadows from the pastThere are numerous reports of intensifying firefights in Marutia. Most of the country is the hands of the armed insurgent groups. There is no electricity and serious food shortage in all major cities. Marutia’s government is on the edge of collapse. Two major rebel movements started to fight each other clearly supported by the neighboring countries. In this situation all diplomatic efforts to reduce the escalation of violence have failed. Read the rest : http://www.warcabinet.net/story/

This is the Interface screen for Faction selection.The Interface screen where to select your playable county. Which one you will choose: the House of Green or the House of Orange.Share your choice on the selected faction as well as your opinion on the Interface screen.

We are happy to share with you the design of the Strategic Map.This is the place to get the overview of the war theater.Here you plan and perform movements, deployment, reinforcements and air operations.You also get information and filter display of strategic objects like barracks, factories, supply depots, SAM sites, EWR stations, cities, villages, etc.Weathear report will guide you about combat operations in different atmospheric conditions.

What do you think about it? Share your comments.

If you want to see a full-size screenshot:http://www.warcabinet.net/gallery/pre-alpha-screenshots/

Supply and logistics have been playing important role in every war since ancient times.

As a general rule if you want to win a war there should be couple of things present. One of them is strong supply and logistics. This involves huge volume of manpower, equipment, fuel, food infrastructure consideration and serious planning. Without it even mightiest army is becoming helpless mass of people and equipment.

They all had to be moved usually between great distances from the homeland into the campaigning theaters. The fighting front is where the links in the supply chains end.

In the end it doesn’t matter if it is a real war or just a strategy war game the rules remain the same. That is why we believe that any serious war strategy game should consider including this key element. We will.

In this regard we would like to share with you one piece of equipment suit for the task. This is the Ural fuel tanker 375D, which can be quickly and accurately allocated to supply the battle front. The Ural-375D is a general purpose 4.5 ton 6x6 truck, produced at the Ural Automotive Plant in the Russian SFSR since 1961. The ZIL-157 was the standard Soviet truck until it was replaced by the Ural-375D, which became the standard Soviet truck in 1979. The Ural-375D was soon replaced by the Ural-4320. The Soviets also found the trucks an ideal platform for the BM-21 Grad rocket launcher. Other modes for the Ural-375D included troop carrier, supply carrier, etc.

Dear friends,War Cabinet game added its Game economy as part of the development process.We believe that one of the main elements of the economy are the resources types, availability and specific purposes. We plan to have 7 main pillars of our war economy. If you want to read more please visit: http://www.warcabinet.net/war-cabinet-game...added/#more-526

The BMP-2 (Boyevaya Mashina Pekhoty,infantry combat vehicle) is a second-generation, amphibious infantry fighting vehicle introduced in the 1980s in the Soviet Union, following on from the BMP-1 of the 1960s.Full description here:http://www.warcabinet.net/the-bmp-2-was-added-at-gallery-section/#more-563

Dear friends,In order to win battles the modern battlefield commanders would need highly mobile manpower, which can turn the tide in the most crucial situations. Armor protected vehicles are preferred choice to do this while operating near the enemy.

That is why we added M113 – Armored Personnel Carrier to the War Cabinet military equipment to serve into the House of Orange forces. With this new addition to game’s Military Park we are confident that your soldiers will yield the benefits of the mechanized warfare.

How to protect troops and equipment from air attacks? The partial answer to this challenging task could be simple when we talk about low level strikes. You might want to consider including in your military formation M163Vulcan Air Defense System. It is already on the way to support the House of Orange commanders.

Read more at:http://www.warcabinet.net/secure-your-troops-with-m163-vulcan-air-defense-system/#more-598

Would you use M163 Vulcan Air Defense System as part of your equipment?

You should not only be excellent military commander, but also you are expected to take the burden to spend scare resources of your country to wage war… instead of these been used for the people and their wellbeing. How this could be balanced? What is really necessary in this dark time?

We plan to implement economy system into the game. By doing this we want to achieve an additional depth of the gameplay. However, in order to do the right balance we need your valuable input here.

First of all do you enjoy economic aspect of the strategy games or you prefer pure combat only gameplay?

If there is a game economy in place it should be:

1. As simple as possible with very few type of resources with minimum amount of user management. 2. Moderately detailed economy system part of the core game mechanics. This could include several resources to be generated, monitored and used for various activities. This would mean roughly up to 20% of the gameplay might be related to economic and resource dependent activities like: purchasing of equipment, upgrades, promotions, personnel recruitment, repair of facilities, etc. 3.Well developed war economy model which will strongly influence game campaign and rules. This would required better planning of your spending and more economy related decisions and events. Without proper economy management your chance to gain victory will be vastly reduced. Of course at times it would require more micromanagement.

When you start playing a new game or simply replay an old one what's the most enjoyable part of the game to you?

Is it the beginning when you explore a new world and learn how to play or it is the the mid-game, when you have the chance to expand your powers and getting deep into the story or you are a fan of the final stages of the game.

How much you like to learn new things and use new functions, try new characteristics while gaming or on the contrary you prefer to stick to familiar things and keep on playing?